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Given that golems can have insanely large stats, this could be HORRIBLE if they pick up the right equipment! I kinda like the idea though, although things like Valpurium golems or that one spider silk one are going to be nigh-unbeatable if they pick up the right stuff...
Well, I have only encountered early ones but I guess you are right. Are NPCs able to equip anything they come across or only weapons? It's also specially useful to have a golem pet too. I just tried it.
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You could make a new sprite for it and just have the cheese loaf be a cheese wheel.
I have to make it a new item, right? I tried but the game doesn't allow it. I thought I had to add it in the define.dat but that doesn't seem to be the case when creating a new item, only with stuff added via Config in the item.dat file.
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Food rotting makes canned food that much more valuable. Being forced to eat things you might not normally adds something to the game, imo.
I didn't changed it much and it only affects fruits and the materials used loaves. Food lying around in dungeons could have been there for a while, I guess.
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How exactly are you doing this? Like, is cloth now the lowest protection, highest freedom-of-movement upgrade path with metal at the top and leather in the middle?
Pretty much, yeah. Generally, cloth protects less but is more flexible, light and easier to harden. Leather is average in most aspects. They both will harden to Kevlar (might change the name to Plasteel). Metal will be the opposite to Cloth initially but I'm thinking about making the fantasy metals be good in all aspects. I will try to balance things coz the later materials spike stats too much. They will be still better but the difference won't be as monstrous.
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Interesting, there's not much out there weaker than leather or cloth so what are these? Have you also considered wood materials?
Well, I first thought about making parchment the weakest but nah. Also:
Cloth: Nettle > Woolen > Linen > Silk > Pleather > Plasteel
Leather: Hide > Leather > Hardened Leather > Studded Leather > Pleather > Plasteel
Metal: Tin > Copper > Bronze > Iron > Steel > Plasteel > Undecided next metals
So all materials will eventually upgrade to Plasteel and continue in a single upgrade tree. I was thinking about making the last metals be all attached to a god and have a separate upgrade tree that only gods can upgrade but I doubt that is possible. It's a nice thought, though. And I haven't really thought about wood at all. Maybe have them for low lvl weapons and shields and a low chance to have them in armors. I could also have wood materials be something between leather and metal and work in a similar fashion as Cloth, Leather and Metal upgrade trees.
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Useful. I hope you covered "armor" being confused with "Armor of Great Health"?
Will do now that I know about it.
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Interesting, although I don't see this being much use. You'd have to change an item's material to flesh first if you were to take advantage of this, but flesh rots pretty fast and you'd probably be better off changing material to something better. Might be good for golems though.
Also note that if you change one of your limbs to a different type of flesh it does not boost your stats based on its attributes.
Well, this is mostly for limb upgrade, since they have the advantage of healing with time. I had no idea changing limbs to another flesh material won't change stats. Is there a way to make it so it does effect stats or it just cannot be done?
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Why, may I ask? These are raw loafs of meat just sitting on the dungeon floor, after all...
Well, I thought loaves were processed/baked food but since it's raw meat, I guess you are right. :3
Also, balancing is the most difficult thing about modding for me. Good to see I get feedback for this game. Thanks!
Edit: I didn't see this one:
Warheck wrote
Yeah careful with the game balance.
You can create vampires by giving such a character a special bite effect. Just use the code from
SPOILER ALERT. Click here to see text.Neerc Se-ulb (see gear.cpp)
to reproduce the life-drain effect as a bite effect. (Check CLIVAN code to see how this is done).
Trickier still is to introduce a PC state (like Hasted, Lycanthropic etc) called Vampirism and allow the player to drain life using his bite attack, and reprioritise this attack as the default unarmed attack. I balanced this out in CLIVAN by making it so certain PC's stats (wis, int and cha) would deteriorate faster (probably needs to go a bit faster).
Then think of a way to allow vampirism to propagate though the game (obvious one is chance of receiving vampirism if getting bitten by a vampire).
Nice. I didn't thought it was possible to add something like that but I see it was already done.